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(1 edit) (+1)

Add vore animations into the grapples based on % of HP. Full HP, just a grapple. 75% HP, maw teasing. 50%, head in maw. 25% Swallowed. 0%, full finisher. It would make the game more engaging and, overall, add more enjoyable gameplay for an undeniably vorny audience, as the only current way to get the content we want is to die. 

Give more control over digestion speed, as it happens woefully fast and is hard to enjoy. One moment, you're fully swallowed, then 3 seconds later, everything's already ended. Just letting players press Space to move on the stages of digestion allows for far more enjoyability from the players, and actually lets people see the work that's already been done. Win win. 

More dialogue would be great. Love the direction of each character having their own flare for things, so having more teasing/demeaning dialogue would be yet another boon for this game. Especially if given the addition of the character not instantaneously digesting. 

Don't put a lock on the gallery. Having immediate access to that is not only unfathomably based, but also lets people see the sheer volume of work put into a rather misleading v0.1 file name. I certainly didn't expect there to be as much content present as there already is, and being proven otherwise made for a delightful realization. 

Absolutely fantastic first iteration, and one I sincerely hope gets even more love put into it! The quality from even the very first version is astounding!

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I'm open to making alternate grab animations based on health, it's mostly just a matter of putting work into animations. Extra animations means more work time and higher risk of burnout, with most of the enemies here already having close to 100 frames in total. Making finisher animations longer is definitely immediately doable though, and a rework is planned for the finisher script to allow them be be a lot more varied, and have individual stages. Being able to manually accelerate them is something that I'm looking at, I just need to make sure that it doesn't outright replace the respawn button (I don't want people to have to button mash if they just want to go back to the save point).

I just mentioned this while replying to another post, but the gallery is going to be unlocked through discovery, with an option in settings to unlock everything if you just want to use the gallery without playing through the main game. This is mostly to incentivize exploration and prevent any spoilers that descriptions might give away (which are currently being treated as teasers for future areas lol). I'm probably going to have a thing that shows the number of enemies discovered vs the full count, so there's still going to be a good idea of how much there is.

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I didn't even really mean unique animations, but tiering the ones already present. For example, we really only see the facial view in the stomach acid for a fleeting moment. A shame to not see it more! With the animations already in the game, you could just have each play out at differing stages of health, which makes it so that 0% HP just plays the full thing with no escape. With the wolf for an example, the start would be her holding you. Next phase could be her starting to swallow you, leaving you dangling out of her maw and staying there. Third would be her swallowing you all the way. This would give people more time to see the whole animation pre-death and do away with the need for brand new animations. More animations are great, but why not just further highlight what already exists? I think adding more unique animations would be a task better suited for much later, as more enemy variety and actual level progress would better serve the game. I also find that new areas and enemies help prevent burnout since it keeps you moving forward. Not wanting people to button mash is a fantastic direction that I'm glad to see! Sometimes, you just want to keep playing. 

That is a fantastic balance between the two, and one that appeals to both of my sensibilities. I love exploration and completing things like that, but I won't lie and pretend to be the biggest metroidvania fan either. Hitting a wall that would be more or less impassible for me (or more importantly, my patience) would lead to me looking for a full save just so I could get the gallery, at which point I'd likely never play again. Having the gallery as an optional unlock does make me more likely to actually go back later and get through whatever was blocking me before. In short, I think having that helps it appeal to a broader audience. 

Thanks for taking the time to actually read, let alone respond to feedback. It's one thing to see a game have such an outstanding first launch, but it's another entirely to see such responsivity from its developer. I sincerely wish you the best of luck with your game and hope it can flourish. There are very few games like this one, and fewer still that have even a modicum of this game's quality. Best of luck! 

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That I can probably work with! I'm all for using sections of existing animations for different things if it adds a bit, much less time consuming than making new ones. 

Thanks for the kind words, I was not expecting this hobby project to get REMOTELY this level of reception, let alone this positive, and I'm definitely a little overwhelmed by it lol

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I eagerly await the progress of this masterpiece in the making! 

Such are the troubles of those who dare to put out good projects. Just make sure to take breaks when needed and not try too hard to appease everyone! End of the day, it's your passion project, so just make it turn out the way you want! Don't feel the need to reply further; I've taken up enough of your time as it is. Best of luck, and may fortune favor your endeavors!